Flight from the Dark Read online

Page 6


  If you have the Kai Discipline of Hunting, turn to 297.

  If you do not, you must attack the Giaks now in order to save the ranger's life. Turn to 336.

  129

  You reach the main gates of the capital, and stare in awe at the height of the city's walls. Two hundred feet high, the walls of Holmgard have withstood the ravages of both time and the Darklords. You and the officer race through the tunnel of the inner gatehouse, one hundred yards in length, and finally halt outside the doorway of the main watchtower. Great crowds of soldiers and civilians are running to and fro.

  If you wish to continue following the officer, turn to 3.

  If you feel that you stand a better chance of making your way to the King's citadel on your own, turn to 144.

  130

  You soon reach a small clearing in the woods. A bench, carved from a fallen tree is set in the centre of the clearing. You are hungry and must now eat a Meal here.

  When you have finished, if you decide to leave the clearing by the south way, turn to 28.

  Or if you prefer the smaller track that leads eastwards into the forest, turn to 201.

  131

  You have covered about a quarter of a mile when you hear shouting and a noise like thunderclaps ahead. Edging nearer, you soon make out a clearing that you recognize to be the site of the ruins of Raumas, an ancient forest temple.

  A war party of Giaks, some twenty-five to thirty strong, are attacking the ruins from all sides. Many more of the Giaks are dead or dying among the broken pillars of marble, but still they assault whatever is hidden inside. Suddenly, a bolt of blue lightning rips through the front rank of Giaks sending the armour-clad creatures tumbling in all directions. A Giak, taller than the others and dressed from head to foot in black chainmail, curses at his troops as he whips them forward with a barbed flail.

  With weapon ready, you move to the edge of the clearing, under cover of the thick foliage, and try to catch a glimpse of the defenders. To your amazement, the ruins are being defended by a young man no older than yourself. You recognize his sky-blue robes, embroidered with stars. He is a young theurgist of the Magicians' Guild of Toran: an apprentice in magic.

  Illustration IX—A young theurgist of the Magicians' Guild of Toran.

  Five Giaks charge forward, their spears raised to stab the apprentice as he hurriedly retreats deeper into the ruins. You see him turn and raise his left hand just before a bolt of blue flame shoots from his fingertips into the snarling Giak soldiers. Close to where you are hidden, you see a Giak scuttle past and climb one of the pillars of the temple. He has a long curved dagger in his mouth and he is about to jump on the young wizard standing below.

  If you wish to shout a warning to the wizard, turn to 241.

  If you wish to run forward and attack the Giak when he jumps, turn to 55.

  If you wish to pick up a chunk of temple marble and throw it at the Giak's head, turn to 302.

  Or if you would rather turn and leave the battle area and run back into the woods, turn to 101.

  132

  The bodyguard looks at you with great suspicion and slams the door. You can hear voices chattering inside the caravan. Suddenly the door swings open and the face of a wealthy merchant appears. He recognizes your Kai cloak and apologizes for his servant's behaviour.

  He says that they have been attacked several times since they left Toran: by Kraan, by bandits, and by robbers. They thought you may have been a bandit. Inside, the caravan is full of silks and spices. The merchant offers you food which you gratefully accept. After your sumptuous meal, the fatigue of your ordeal finally overcomes you and you slip into a deep sleep.

  Turn to 64.

  133

  As you approach the statue, several cracks appear in its stone surface. It suddenly explodes before you as a real Winged Serpent breaks free of its stone mantle and attacks you.

  You must fight the creature.

  Winged Serpent: COMBAT SKILL 16 ENDURANCE 18

  (This creature is immune to Mindblast.)

  If you win the fight, turn to 266.

  134

  Using your skills, you detect Giak tracks around the perimeter of the clearing. The prints are fresh and you can tell that these cruel minions of the Darklords were in this area less than two hours ago.

  Forewarned by this knowledge, if you decide to investigate the huts, turn to 305.

  If you would rather avoid the clearing, turn to 40.

  135

  Peering over the steep undercut of the river bank, you can see a tangle of driftwood along the water's edge. A large tree trunk has grounded on the clay bank next to a small canoe.

  If you wish to use the log to float down the river, turn to 223.

  If you wish to use the canoe, turn to 4.

  136

  The Giaks get nearer and then crouch down as if preparing themselves to pounce. You can see the sharp serrated points of their spears and hear their low guttural speech. The larger of the two creatures screams, ‘Orgadak taag! Nogjat aga ok!’ and attacks you.

  You must fight each of the Giaks in turn. Add 1 point to your COMBAT SKILL during this fight, as you have the advantage of the higher ground in your favour.

  Giak 1: COMBAT SKILL 13 ENDURANCE 10

  Giak 2: COMBAT SKILL 12 ENDURANCE 10

  If you win, turn to 313.

  137

  As the last of the foul creatures die, so the greenish light starts to fade. You notice that in each of the broken skulls lies a Gem. You take these 20 Tomb Guardian Gems before darkness engulfs the chamber. Remember to mark these on your Action Chart as a single Backpack Item.

  You quickly leave the dead Crypt spawn and press on.

  Turn to 23.

  138

  You prepare your weapon and advance to meet the enemy. There are two Mountain Giaks and you must fight them one at a time.

  Giak 1: COMBAT SKILL 13 ENDURANCE 10

  Giak 2: COMBAT SKILL 12 ENDURANCE 10

  If you win, turn to 291.

  139

  The inner courtyard is a bustle of activity. Cavalry scouts are waiting beside their nervous horses for messages from their unit commanders inside the Great Hall. They take orders with great speed to the defenders of the outer fieldworks. No sooner do they gallop off, than other scouts return, many of them breathless and wounded.

  You have taken less than a dozen steps across the courtyard when you hear a deep voice boom out. ‘Stop that man!’

  Turn to 66.

  140

  You are in a clearing where several trees have been cut down to make a rickety watchtower. Below the tower are three paths leading off in different directions.

  If you take the south path, turn to 14.

  If you take the east path, turn to 252.

  If you take the southwest path, turn to 215.

  If you decide to climb the watchtower, turn to 36.

  141

  Your Sixth Sense has warned you that some of the creatures that attacked the monastery are searching the two paths for any survivors of their raid, but you can avoid both tracks by making your way through the undergrowth of the woods.

  If you wish to head south, turn to 56.

  Or if you wish to cut through the heavier foliage towards the northeast, turn to 333.

  142

  You can see the tall grey-white walls and glimmering spires of Holmgard, its banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But from below the mountain peaks you can see a vast black army marching relentlessly on towards the city.

  To your right you can see the highway heading off over the rolling plain towards Holmgard. At a run you could reach the outer fieldworks of the city defences in an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. However, ahead of you, a wide and muddy river drifts sluggishly towards the Eledil. You could use the cover of the
river banks and swim towards the capital. Or towards your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach, but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.

  If you will try your luck by the highway, turn to 58.

  If you feel that you stand a better chance of reaching the capital via the river, then turn to 135.

  Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 102.

  143

  You soon emerge from the woods onto a main highway. You recognize it as being the main road between the port of Toran in the north and the capital in the south. Spurring your horse on, you estimate you will reach the capital by morning.

  Turn to 149.

  144

  You fight your way through the press of bodies along the main street towards the citadel in the distance. City folk are rushing to and fro in the grip of panic, as the cries of Kraan are heard circling high above.

  In the crush, one item is stolen from your Backpack. If you no longer have a Backpack or if you have no Backpack Items, you lose a Weapon. Remember to take this off your Action Chart.

  A runaway horse and cart career past and knock you into a doorway. You are stunned and you lose 2 ENDURANCE points. As you stagger to your feet, the door bursts open and a decrepit old man attacks you with a meat cleaver. He is quite insane and you must fight him or take evasive action.

  If you choose to fight, turn to 63.

  If you wish to evade a fight, turn to 217.

  145

  You feel as if you have been run down by a cart or wagon. As you fall forward the last thing that you remember before the darkness overcomes you, is the taste of the sandy road and the terrible pain in your back.

  Turn to 165.

  146

  You have ridden about a mile when you are knocked from your horse by an arrow grazing your forehead. You lose 3 ENDURANCE points.

  As you pull yourself to your feet, you see a patrol of Drakkarim emerge from the woods on either side of the road. You have been ambushed and must evade them as quickly as possible by going into the forest.

  Turn to 154.

  147

  After a few minutes walking, you find a mossy hut set back from the path. You are hungry and must eat a Meal here or lose 3 ENDURANCE points. As you eat you notice that the path starts to curve towards the east. 2

  If you wish to follow it, turn to 42.

  If you wish to return the way you have come, turn to 28.

  [2] The wording of this section assumes that you have come from Section 28. If you have just reached this section for the first time from Section 42, read the last sentence and two choices as follows: ‘… As you eat you notice that the path starts to curve towards the north. If you wish to follow it, turn to 28. If you wish to return the way you have come, turn to 42.’

  148

  Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this Weapon if you wish.

  If you want to stay in the farmhouse, turn to 81.

  If you would feel safer in the forest, you can make a dash by turning to 320.

  If you wish to search the room further, turn to 199.

  149

  As you ride along the highway, you notice that light is getting worse. It will soon be completely dark — and impossible to see any dangers that may lurk ahead. You decide to hide and rest at the wood's edge until morning.

  When you are satisfied that no one can see you, you pull your warm green cloak about you and drift off into an uneasy sleep.

  Turn to 256.

  150

  Although a little overcooked, the food tastes fine (although it is not enough for a whole Meal) and the clear water slakes your thirst. You have spent nearly half an hour resting in this house when you suddenly realize the delay.

  Prepare your equipment and leave. Turn to 83.

  151

  If you concentrate on the keyhole, you could move the mechanism of the lock and open it. You can then make the pin levitate and free it from the lockplate, avoiding falling prey to any traps that may be set off as the door unlocks.

  If you wish to use your Kai Discipline of Mind Over Matter to open this lock and levitate the pin, turn to 87.

  If you wish to remove the pin, turn to 337.

  152

  The herbalist offers you a selection of special potions. Some increase your strength; some induce invisibility; some give you great powers of stealth; and others give you the power of turning yourself into a gaseous form. The man pulls open the bottom drawer of the counter to reveal a magnificent wand. He says that it is a powerful weapon against all evil creatures, and that it will make you invulnerable in battle. He points to the mystical inscriptions which cover the black staff.

  Illustration X—The herbalist offers you a selection of special potions.

  If you wish to lean over the counter and read the strange inscriptions, turn to 49.

  If you are more interested in the potions, turn to 231.

  153

  Before you are the tall grey-white walls and glimmering spires of Holmgard, the city's banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But below the mountain peaks you can see a vast black army marching relentlessly on towards the capital.

  To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city's defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.

  If you will try your luck by the highway, turn to 202.

  If you feel that you stand a better chance of reaching the capital via the river then turn to 135.

  Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 329.

  154

  You are dizzy from your wound and you stumble through the trees like a blind man.

  Suddenly you fall forward as if the ground has been snatched from beneath your feet. You have fallen head-first into a hunting pit. As you look up, you can see four Drakkarim levelling their bows at you, evil sneers spreading simultaneously across their ugly faces.

  As the world darkens, the last things you feel are the black shafts of their arrows deep in your chest. You have failed in your mission.

  155

  As you approach, the group of people stop talking. You can see by their expressions that they recognize your green Kai cloak. Slowly, one of the men extends his hand in friendship and says, ‘My Lord, we had heard a rumour that the Kai were destroyed. Heaven be praised that it is not so. We feared all was lost.’

  You do not tell them of the destruction of the monastery, for they are refugees from Toran and have lost everything they owned. Their only hope now is that the Kai Lords will lead an army to victory. You learn that the northern port was attacked from both air and sea, and that the forces of the Darklords far outnumbered the King's brave garrison. You reassure them that Sommerlund will not fall and wish them luck on their journey ahead.

  Turn to 70.

  156

  Black arrows embed themselves in the mud all around you. More Giaks have appeared on the steep slope of the river
bank and are firing at you. There is no cover on this side of the river.

  If you wish to dive into the water and swim with the current, turn to 294.

  If you wish to swim across to the cover of the trees on the other bank, turn to 245.

  157

  The forest begins to thin out until finally you can make out a road through the trees ahead. The highway is full of people heading south. Many are wheeling their possessions along on handcarts.

  If you wish to join the refugees and perhaps learn more of what has happened in the north, turn to 30.

  If you would prefer to continue to move south but under cover of the trees, turn to 167.

  158

  The Key fits and the lock opens. You pull back the door to find yourself face to face with a strange old man. In his right hand is a staff. Suddenly a bolt of lightning shoots from the staff and hits you square in the chest. You lose 6 ENDURANCE points. Gasping with pain, you knock the old man aside and run up the steep staircase towards daylight. You are halfway up the stairs when he fires another bolt at you.